[oden][game] Draw the world

This involved basically a giant rewrite of the renderer because I now
need to share the vertex buffer across textures and it is *a lot* let
me tell you.

There's like a vertical seam which I don't understand yet.
This commit is contained in:
John Doty 2023-08-07 10:05:24 -07:00
parent 22327a71b3
commit f9648d88cd
7 changed files with 936 additions and 595 deletions

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game/level.ts Normal file
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@ -0,0 +1,141 @@
// NOTE: It's super not clear how much of this should be in rust vs
// javascript. Dealing with the level code is really nice in javascript
// but there's a bunch of weird stuff that really feels lower level.
import { load_texture } from "./assets";
import { Texture, print, spr, use_texture } from "./graphics";
import { load_string } from "./io";
// TODO: Use io-ts? YIKES.
export type Tile = {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
};
export type TileLayer = {
type: "tile";
texture: Texture;
grid_size: number;
offset: [number, number];
tiles: Tile[];
};
export type Layer = TileLayer;
export type Level = {
world_x: number;
world_y: number;
width: number;
height: number;
layers: Layer[];
};
export type TileSet = { id: number; texture: Texture };
export type World = { levels: Level[]; tilesets: Map<number, TileSet> };
async function load_tileset(def: {
uid: number;
relPath: string;
}): Promise<TileSet> {
let relPath = def.relPath as string;
if (relPath.endsWith(".aseprite")) {
// Whoops let's load the export instead?
relPath = relPath.substring(0, relPath.length - 8) + "png";
}
let texture = await load_texture(relPath);
print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
return { id: def.uid, texture };
}
function load_level(
tile_sets: Map<number, TileSet>,
def: {
worldX: number;
worldY: number;
pxWid: number;
pxHei: number;
layerInstances: {
__gridSize: number;
__pxTotalOffsetX: number;
__pxTotalOffsetY: number;
__tilesetDefUid: number;
gridTiles: {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
}[];
}[];
}
): Level {
return {
world_x: def.worldX,
world_y: def.worldY,
width: def.pxWid,
height: def.pxHei,
layers: def.layerInstances.map((li) => {
const tileset = tile_sets.get(li.__tilesetDefUid);
if (!tileset) {
throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
}
return {
type: "tile",
texture: tileset.texture,
grid_size: li.__gridSize,
offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
tiles: li.gridTiles,
};
}),
};
}
export async function load_world(path: string): Promise<World> {
print("Loading map:", path);
const blob = await load_string(path);
const map = JSON.parse(blob);
const tilesets = new Map<number, TileSet>();
let loaded_tilesets = await Promise.all(
map.defs.tilesets
.filter((def: any) => def.relPath != null)
.map((def: any) => load_tileset(def))
);
for (const ts of loaded_tilesets) {
tilesets.set(ts.id, ts);
}
const levels = map.levels.map((l: any) => load_level(tilesets, l));
return { levels, tilesets };
}
export function draw_level(
level: Level,
offset_x: number = 0,
offset_y: number = 0
) {
for (const layer of level.layers) {
use_texture(layer.texture);
let [ofx, ofy] = layer.offset;
ofx += offset_x;
ofy += offset_y;
for (const tile of layer.tiles) {
// TODO: Flip and whatnot.
spr(
tile.px[0] + ofx,
tile.px[1] + ofy,
layer.grid_size,
layer.grid_size,
tile.src[0],
tile.src[1]
);
}
}
}

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@ -2,8 +2,8 @@ import { cls, print, spr, use_texture, Texture } from "./graphics";
import { load_texture } from "./assets";
import { since_start } from "./time";
import { btn, Button } from "./input";
// import { load_string } from "./io";
import { new_v2, vadd, vmul, vnorm } from "./vector";
import { load_world, World, Level, draw_level } from "./level";
/// TODO: Support reload by saving and restoring state from init/update/restore.
@ -11,6 +11,8 @@ import { new_v2, vadd, vmul, vnorm } from "./vector";
let clock = 0;
let bot_sprite: Texture | undefined = undefined;
let world: World | undefined = undefined;
let level: Level | undefined = undefined;
// Note zelda overworld is 16x8 screens
// zelda screen is 16x11 tiles
@ -18,13 +20,6 @@ let bot_sprite: Texture | undefined = undefined;
let loaded = false;
async function load_map(path: string) {
// print("Loading map:", path);
// const blob = await load_string(path);
// const map = JSON.parse(blob);
// print("Loaded map:", map);
}
function load_assets() {
// Start this load, but then...
let texture_load = load_texture("./bot.png").then((n) => {
@ -32,7 +27,16 @@ function load_assets() {
bot_sprite = n;
});
let map_load = load_map("./overworld.ldtk");
let map_load = load_world("./overworld.ldtk").then((w) => {
print("World loaded at", since_start());
world = w;
// Assume we start at 0,0
level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
if (!level) {
throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
}
});
Promise.all([texture_load, map_load]).then(() => {
loaded = true;
@ -106,6 +110,10 @@ export function draw() {
return;
}
if (level != undefined) {
draw_level(level, 0, 0);
}
if (bot_sprite != undefined) {
// ...it gets resolved here?
use_texture(bot_sprite);

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